/**
**************************************************************************************
*Founder Effect                                                                      *
*Copyright (C) 2006-2007, 5d Studios (www.5d-Studios.com)                            *
*                                                                                    *
*This library is free software; you can redistribute it and/or                       *
*modify it under the terms of the GNU Lesser General Public                          *
*License as published by the Free Software Foundation; either                        *
*version 2.1 of the License, or (at your option) any later version.                  *
*                                                                                    *
*This library is distributed in the hope that it will be useful,                     *
*but WITHOUT ANY WARRANTY; without even the implied warranty of                      *
*MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU                   *
*Lesser General Public License for more details.                                     *
*                                                                                    *
*You should have received a copy of the GNU Lesser General Public                    *
*License along with this library; if not, write to the Free Software                 *
*Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA      *
**************************************************************************************
*/
#pragma once

class IRender;
class ICamera;
/**
========================
The visual representation of a game object
========================
*/
class IView2D
{
public:
    /** Update any animations and such */
    virtual void Update(long dt)=0;
    /** Blit this to the screen */
    virtual void Render( IRender *r, ICamera* cam )=0;

    /** Set the order of importance, which gets rendered first */
    void SetZOrder( int z ) { m_zOrder = z; };
    unsigned int  GetZOrder() { return m_zOrder; };

    /** Set visible or not */
    bool IsVisible() { return m_visible; };
    void SetVisible(bool b) { m_visible = b; };

    /** Get the reference id */
    unsigned int  GetRefID() { return m_id; };
    void SetRefID(int i) { m_id = i; };
        
    virtual ~IView2D() {};

protected:
    unsigned int    m_id;       // id
    unsigned int    m_zOrder;   
    bool            m_visible;

};